Coppersmith
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Coppersmith (Intrigue)

Cost: $4

Type: Action

Text: Copper produces an extra $1 this turn.

Strategy Review

Here's a comprehensive strategy guide for Coppersmith:

Coppersmith Strategy Guide

Introduction Coppersmith is a $4 Action card from Intrigue that increases the value of all Copper cards in your deck by $1 for the turn. While this seems promising at first glance, Coppersmith is widely considered one of the weaker $4 cards in Dominion. However, understanding when and how to use it can help you maximize its potential in specific situations.

Basic Mechanics - When you play Coppersmith, each Copper you play afterward will produce $2 instead of $1 for that turn only - The effect applies to all Coppers played that turn, not just ones played after Coppersmith - Multiple Coppersmiths stack (two Coppersmiths make each Copper worth $3) - The effect only lasts for the current turn - It doesn't affect Silver, Gold, or other treasure cards

Core Strengths 1. Can potentially generate significant money in copper-heavy decks 2. Works well early game when decks naturally contain many Coppers 3. Relatively inexpensive at $4 4. Can enable early Province purchases with the right hand

Core Weaknesses 1. Requires both Coppersmith and multiple Coppers in the same hand 2. Becomes weaker as you improve your deck by adding Silver and Gold 3. Takes up an Action 4. Doesn't provide any deck improvement or card draw

Optimal Timing for Purchase

Early Game (Turns 1-5): - Best time to purchase Coppersmith - Your deck still contains many Coppers - Can help reach important price points like $5 and $6 - Consider buying if no stronger $4 options are available

Mid Game (Turns 6-12): - Effectiveness decreases as deck improves - Usually better to focus on deck improvement - Only buy if pursuing a specific Copper-focused strategy

Late Game (Turns 13+): - Generally poor purchase - Deck should have better treasures by this point - Actions better spent on victory cards or deck control

Strategic Considerations

  1. Opening Considerations
  2. Not recommended as an opening buy
  3. Better $4 opens include:
  4. Silver
  5. Most other $4 Actions
  6. Split piles like $3/$4
  7. Exception: specific Copper-focused strategies

  8. Hand Composition Ideal hand contains:

  9. Coppersmith
  10. 3+ Copper
  11. No other competing Actions
  12. Additional card draw (if available)

Expected Money Output: - 3 Coppers: $6 total ($2 × 3) - 4 Coppers: $8 total ($2 × 4) - 5 Coppers: $10 total ($2 × 5)

  1. Deck Composition Best suited for:
  2. Decks maintaining high Copper count
  3. Decks with strong card draw
  4. Decks lacking better treasure options

Avoid in: - Decks focused on Silver/Gold - Action-heavy engines - Decks with limited card draw

Synergies and Combinations

Strong Synergies:

  1. Card Draw
  2. Laboratory
  3. Smithy
  4. Council Room
  5. Any card that helps find Coppers Benefits:
  6. Increases chance of hitting Coppersmith + Copper combinations
  7. Can draw into multiple Coppers after playing Coppersmith

  8. Copper Gainers

  9. Workshop (gaining Copper)
  10. Bureaucrat (topdeck Copper)
  11. Mine (transform Silver back to Copper) Benefits:
  12. Maintains Copper density
  13. Ensures Coppersmith remains relevant

  14. Treasury

  15. Returns to deck when no Victory cards bought
  16. Helps maintain deck quality while keeping Coppers Benefits:
  17. Provides reliable treasure
  18. Doesn't dilute Copper density

  19. Throne Room/King's Court

  20. Allows multiple Coppersmith plays
  21. Each play adds another +$1 to Coppers Benefits:
  22. Can make Coppers worth $3-$4 each
  23. Potentially massive money turns

  24. Village Variants

  25. Provides extra Actions
  26. Allows playing multiple Coppersmiths Benefits:
  27. Stack Coppersmith effects
  28. Draw into more Coppers

Weak or Anti-Synergies:

  1. Treasure Map
  2. Removes Coppers for Gold
  3. Directly opposes Coppersmith strategy

  4. Chapel

  5. Typically trashes Coppers
  6. Works against Coppersmith's purpose

  7. Mine

  8. Typically upgrades Coppers to Silver
  9. Reduces Coppersmith effectiveness

  10. Action-heavy engines

  11. Compete for limited Actions
  12. Often want to remove Copper anyway

Specific Kingdom Considerations

When to Consider Coppersmith:

  1. Slow Kingdoms
  2. Limited trashing
  3. Few alternative money sources
  4. Time to set up combinations

  5. Draw-heavy Kingdoms

  6. Reliable card draw available
  7. Can consistently hit Coppersmith + Copper hands

  8. Action-light Kingdoms

  9. No Action competition
  10. Focus on treasure-based strategy

When to Skip Coppersmith:

  1. Fast Kingdoms
  2. Strong trashing available
  3. Better treasure options
  4. Race to green cards

  5. Engine Kingdoms

  6. Limited Actions available
  7. Better Action cards present
  8. Focus on card draw and payload

Counter-Strategies

  1. Against Coppersmith Players:
  2. Rush strategy (end game before setup)
  3. Trash Coppers aggressively
  4. Focus on Silver/Gold economy
  5. Control key support cards

  6. Defending Your Coppersmith:

  7. Maintain Copper density
  8. Secure key support cards early
  9. Build reliable draw engines
  10. Consider backup strategies

Sample Strategies

  1. Basic Coppersmith Goal: Maximize basic Coppersmith effectiveness Components:
  2. 1-2 Coppersmiths
  3. Maintain starting Coppers
  4. Basic draw cards Execution:
  5. Buy Coppersmith by turn 4-5
  6. Focus on card draw
  7. Aim for $8 hands

  8. Multi-Coppersmith Engine Goal: Stack multiple Coppersmith effects Components:

  9. 2-3 Coppersmiths
  10. Village variants
  11. Strong card draw Execution:
  12. Build Action chain
  13. Play multiple Coppersmiths
  14. Draw large portion of deck

  15. Copper-Focused Economy Goal: Maintain strong Copper-based deck Components:

  16. Coppersmith
  17. Copper gainers
  18. Treasury Execution:
  19. Actively gain Coppers
  20. Use Treasury for consistency
  21. Leverage big money turns

Common Mistakes to Avoid

  1. Over-Investment
  2. Buying too many Coppersmiths
  3. Focusing too heavily on Copper
  4. Ignoring better opportunities

  5. Poor Timing

  6. Buying too late in game
  7. Missing crucial early purchases
  8. Holding too long for perfect hands

  9. Neglecting Support

  10. Not securing card draw
  11. Ignoring deck improvement
  12. Failing to build reliable engine

  13. Strategic Inflexibility

  14. Forcing Coppersmith strategy
  15. Not adapting to opposition
  16. Ignoring better alternatives

Advanced Tips

  1. Timing Considerations
  2. Track shuffle timing
  3. Plan Copper density
  4. Consider opponent's strategy

  5. Kingdom Analysis

  6. Evaluate support cards
  7. Assess competition
  8. Plan alternative strategies

  9. Opportunity Cost

  10. Compare to other $4 cards
  11. Consider action efficiency
  12. Evaluate treasure alternatives

  13. Endgame Transitions

  14. Plan victory card purchases
  15. Maintain economic effectiveness
  16. Know when to abandon strategy

Conclusion

Coppersmith is a situational card that requires specific conditions to be effective. While not typically a strong choice, understanding its optimal use cases can help you identify the rare situations where it shines. Key points to remember:

  • Best in early game with high Copper density
  • Requires strong card draw support
  • Benefits from specific kingdom combinations
  • Generally weaker than other $4 options
  • Can be powerful in niche situations

Success with Coppersmith depends on: 1. Correct kingdom assessment 2. Proper timing of purchase 3. Supporting card choices 4. Maintained Copper density 5. Flexible strategic thinking

While not a top-tier card, mastering Coppersmith's use can provide an advantage in specific kingdoms and add another tool to your strategic arsenal.